1001 cool ways to break the rules


Homebrew and House Rules

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Ok, you know that feeling when you see a rule just think that it would be so much better if you could break it? I'm looking for 1001 of these.

#1 Allowing the Endless Ammunition enhancement to be added to firearms, slings and blowguns.. as well as other projectile weapons.

The Endless Ammunition enhancement can only be placed on bows and crossbows... when you could easily add them to other projectile weapons as well. A +1 Sling of Endless Ammunition isn't gonna be problematic. Feel free to make at a +3 enhancement for firearms though.

#2 Adding a third advancement for some of the animal companions, such as for bears, boars, badgers and even dinosaurs.

Ok... you can get the equivalent of a Dire Wolf as a companion... but not the equivalent of a Dire Bear, Boar or Wolverine. The wolf is the only companion that STARTS at its base size BEFORE getting bigger than usual. Note that the wolf doesn't start as a Small animal and then gets Medium, but a Medium animal that gets Large.

So yeah... at 7th-level, you could allow a 3rd advancement similar to the Beast Rider Cavalier archetype, as follow:
"Size Large [or one size larger]; Ability Scores Str +2, Dex –2, Con +2. Increase the damage of each of the mount's natural attacks by one die size."


#3 Casting Haste allows a spellcasting recipient of the spell to cast two spells in a single round.(Throwback to 3.0)


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#4 Everything Paizo has ever said about Vital Strike and Spring Attack.

Liberty's Edge

#5 Ability score damage "miraculously" heals in between sessions.


Snorb wrote:
#5 Ability score damage "miraculously" heals in between sessions.

It already does with some downtime. Drain is the one that doesn't heal.


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#6.Whirlwind attack is a standard action.

Liberty's Edge

Ipslore the Red wrote:
Snorb wrote:
#5 Ability score damage "miraculously" heals in between sessions.
It already does with some downtime. Drain is the one that doesn't heal.

My group knows about my vocal disdain for ability damage/drain and I've admitted (much more than once) about how ability damage I suffer "miraculously healed up" between sessions (which usually continue the same adventuring day for us.)

Meanwhile, I'm absolutely fine with Bestow Curse giving you a -6 penalty to a stat. =p


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#7 Allows racial class archetypes for other races, if possible.

The Grenadier Alchemist archetype is said to be only for Hobgoblins, but nothing "prevents" other classes from taking it as well. The Winged Marauder Alchemist archetype is meant for goblins, so maybe only Halflings and Gnomes could take it as well.


#8 Make Fighting defensively just work like combat expertise(so it scales with level), and change combat expertise into a feat that lets you add half your int modifier to your CMB and CMD(minimum of 1). Stop the feat tax!

Grand Lodge

You are never flat-footed during the first round of combat if your action is what started the battle, even if there's no surprise round.

Player: "Enough talk, I punch the guard!"
DM: "Okay, everyone roll initiative. Looks like the guard rolled highest. He attacks you. What is your flat-footed AC?"
Player: "Why am I flat-footed?"
DM: "He beat your initiative roll and catches you unprepared."
Player: "But *I* started the fight! How is it possible I'm surprised by a fight I started?"


Headfirst wrote:

You are never flat-footed during the first round of combat if your action is what started the battle, even if there's no surprise round.

Player: "Enough talk, I punch the guard!"
DM: "Okay, everyone roll initiative. Looks like the guard rolled highest. He attacks you. What is your flat-footed AC?"
Player: "Why am I flat-footed?"
DM: "He beat your initiative roll and catches you unprepared."
Player: "But *I* started the fight! How is it possible I'm surprised by a fight I started?"

watch any good samurai film.

that one guy attacking the lone wandering master samurai?
he sure looked suprised when half his body fell to the ground.

but back to topic

#9 high cost matiriel for casting needed spells like restoration.
(oh that vamp sure did a number on your party's overall neg levels. what's that ? no diamond dust? i guess you'l have to suck it till you reach town. in 2 weeks of walking)


#10 giving all classes at least 4+Int skill points
#11 making some "tax/no choice feats" abilities based on Attributes (e.g. if you have Str 15+ you automatically get Power Attack) - as Charender said: "Stop the feat tax!"

Sovereign Court

JiCi wrote:

#7 Allows racial class archetypes for other races, if possible.

The Grenadier Alchemist archetype is said to be only for Hobgoblins, but nothing "prevents" other classes from taking it as well. The Winged Marauder Alchemist archetype is meant for goblins, so maybe only Halflings and Gnomes could take it as well.

The Grenadier archetype is already available to all races, it's from Pathfinder Society Field Guide. It's actually designed to be good specifically for PFS play. (It gets rid of all the poison nonsense and you get "play nice with each other" Precise Bombs.)


12: Remove Spell Focus: Conjuration as a prereq for Augment Summoning. The only thing it gets a dedicated summoning cleric is +1 save DC for Inflict spells. Stop the feat tax!


hmm #12 remind me the 3.5 break i made in my games.
any prc that wanted spell focus devinition as a prerequest was waved by having 2nd level divine spell casting ability.
as there was only one core spell it effected .

you won't belive the number of difrent diviner PRC that had tha tstupid requirment. (d20 and othe suplemnet books included)

Grand Lodge

zza ni wrote:
Headfirst wrote:

You are never flat-footed during the first round of combat if your action is what started the battle, even if there's no surprise round.

watch any good samurai film.
that one guy attacking the lone wandering master samurai?
he sure looked suprised when half his body fell to the ground.

but back to topic

As repeated several times on the topic dedicated to this absurdity: The issue isn't with someone winning initiative and acting first. The issue is with the person whose action started the fight being flatfooted, literally "unprepared" for the fight.


Randarak wrote:
#3 Casting Haste allows a spellcasting recipient of the spell to cast two spells in a single round.(Throwback to 3.0)

Add 4 levels and call it greater haste. Allow it to do everything haste used to do.


Headfirst wrote:
zza ni wrote:
Headfirst wrote:

You are never flat-footed during the first round of combat if your action is what started the battle, even if there's no surprise round.

watch any good samurai film.
that one guy attacking the lone wandering master samurai?
he sure looked suprised when half his body fell to the ground.

but back to topic

As repeated several times on the topic dedicated to this absurdity: The issue isn't with someone winning initiative and acting first. The issue is with the person whose action started the fight being flatfooted, literally "unprepared" for the fight.

He tried to act first. However, the other guy noticed him about to act and acted before the first guy could, since the other guy had faster reflexes.

Grand Lodge

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Ipslore the Red wrote:
He tried to act first. However, the other guy noticed him about to act and acted before the first guy could, since the other guy had faster reflexes.

I really can't repeat this enough:

The issue is not with someone beating the instigator in initiative and acting first. The issue is with someone catching the instigator flat-footed, in other words, "unprepared." It's impossible and an absolute contradiction that someone can be surprised by a fight their action started.


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#13 5' Steps and larger creatures.

It is completely absurd that a kitten and a storm giant have the same "adjustment distance.

Better rule: A creature may adjust a distance equal to it's base Space without provoking attacks of opportunity.


Headfirst wrote:
Ipslore the Red wrote:
He tried to act first. However, the other guy noticed him about to act and acted before the first guy could, since the other guy had faster reflexes.

I really can't repeat this enough:

The issue is not with someone beating the instigator in initiative and acting first. The issue is with someone catching the instigator flat-footed, in other words, "unprepared." It's impossible and an absolute contradiction that someone can be surprised by a fight their action started.

Here's an example of someone getting caught flat footed even when he knows he's already in combat.

That's what happens when you face off against someone so much faster than you that your body just can't keep up even when you know you're about to be attacked. Even if you are the one who starts the fight.


Flat footed=Unprepared or so much slower they might as well be.


# 14 Playing a Wizard (by itself it doesn't break the rules, but the Class can allow one to break them).


Doomed Hero wrote:
Headfirst wrote:
Ipslore the Red wrote:
He tried to act first. However, the other guy noticed him about to act and acted before the first guy could, since the other guy had faster reflexes.

I really can't repeat this enough:

The issue is not with someone beating the instigator in initiative and acting first. The issue is with someone catching the instigator flat-footed, in other words, "unprepared." It's impossible and an absolute contradiction that someone can be surprised by a fight their action started.

Here's an example of someone getting caught flat footed even when he knows he's already in combat.

That's what happens when you face off against someone so much faster than you that your body just can't keep up even when you know you're about to be attacked. Even if you are the one who starts the fight.

Kind of thing that could also happen due to a successful Sense Motive check, the 'victim' will be ready for the attack, something the attacker wasn't prepared for.


The flat-footed condition can make for some cool moments. Like a rogue with high initiative moving and cleaving several people's heads off before they even draw their weapons.


Headfirst wrote:

You are never flat-footed during the first round of combat if your action is what started the battle, even if there's no surprise round.

Player: "Enough talk, I punch the guard!"
DM: "Okay, everyone roll initiative. Looks like the guard rolled highest. He attacks you. What is your flat-footed AC?"
Player: "Why am I flat-footed?"
DM: "He beat your initiative roll and catches you unprepared."
Player: "But *I* started the fight! How is it possible I'm surprised by a fight I started?"

I admit there should be a good reason given.


Being flat-footed means you are unprepared for the attack, like with a feint. Being surprised in combat means that you weren't expecting combat, whether the attacker is a chaotic neutral PC or you were counting sheep.

You may not react properly to an attack because of reflexes (samurai movie), feinting (which, as a side note, I think it would be better if feinting was based off of sleight of hand, requiring dexterity, rather than charisma) or concealment (such as backstabbing). If you have the reflexes, it wouldn't matter if you were expecting combat or not, because you can dodge/block/chop to pieces while asleep.

And about breaking rules, let's see...
#16 prepared attacks at vulnerable places (like the neck) should be automatic critical, or something like that. Being stabbed in the neck or the shoulder are not the same.
#17 evasion and reflex saves need space to move to. How do you dodge a fireball if you are in a box, and you are occupying half the space, how do you dodge the explosion that is roughly what, 8 times your size?


Lich Bard wrote:

Being flat-footed means you are unprepared for the attack, like with a feint. Being surprised in combat means that you weren't expecting combat, whether the attacker is a chaotic neutral PC or you were counting sheep.

You may not react properly to an attack because of reflexes (samurai movie), feinting (which, as a side note, I think it would be better if feinting was based off of sleight of hand, requiring dexterity, rather than charisma) or concealment (such as backstabbing). If you have the reflexes, it wouldn't matter if you were expecting combat or not, because you can dodge/block/chop to pieces while asleep.

We know, but it's when the DM/GM can't be arsed to give a reason/explanation.


All that said.
#18 Use a d12 when rolling for initiative, because feats like improved initiative and having a 20 dex mean squat when you have a 40 point swing on opposed rolls, and that lonely d12 never gets used.


Ascalaphus wrote:
JiCi wrote:

#7 Allows racial class archetypes for other races, if possible.

The Grenadier Alchemist archetype is said to be only for Hobgoblins, but nothing "prevents" other classes from taking it as well. The Winged Marauder Alchemist archetype is meant for goblins, so maybe only Halflings and Gnomes could take it as well.

The Grenadier archetype is already available to all races, it's from Pathfinder Society Field Guide. It's actually designed to be good specifically for PFS play. (It gets rid of all the poison nonsense and you get "play nice with each other" Precise Bombs.)

Well, the way I read it, it felt like a race-exclusive archetype. Good for us if some of them are available everywhere ^_^


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#8"When in doubt, add more +0 templates."

RPG Superstar Season 9 Top 16

#9 Focus shot works with firearms and any similar loading weapon

#10 "Denied Dexterity bonus to AC" is remained to the "flat-footed" condition. Being flat-footed at the start of combat is just a special case.

#11 Ghost touch and other on-hit melee only weapon abilities can be applied to ammunition.


Scott_UAT wrote:
#19"When in doubt, add more +0 templates."
Cyrad wrote:

#20 Focus shot works with firearms and any similar loading weapon

#21 "Denied Dexterity bonus to AC" is remained to the "flat-footed" condition. Being flat-footed at the start of combat is just a special case.

#22 Ghost touch and other on-hit melee only weapon abilities can be applied to ammunition.

#22: Most of them already can be added to ammo, just not to/via the weapons firing them.


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Scott_UAT wrote:
#8"When in doubt, add more +0 templates."

8.1 "And if spellcasting templates don't increase your brokenness, add psionics."

8.2 "When you run out of templates and archtypes, go for the prestige classes."

RPG Superstar 2011 Top 16

Alex G St-Amand wrote:
Lich Bard wrote:

Being flat-footed means you are unprepared for the attack, like with a feint. Being surprised in combat means that you weren't expecting combat, whether the attacker is a chaotic neutral PC or you were counting sheep.

You may not react properly to an attack because of reflexes (samurai movie), feinting (which, as a side note, I think it would be better if feinting was based off of sleight of hand, requiring dexterity, rather than charisma) or concealment (such as backstabbing). If you have the reflexes, it wouldn't matter if you were expecting combat or not, because you can dodge/block/chop to pieces while asleep.

We know, but it's when the DM/GM can't be arsed to give a reason/explanation.

Used to be a dc 20 sense motive check to act on the surprise round if you weren't the instigator. Then if you won initiative you could pull a Bruce Lee.


#23: Charge is an Attack Action (A type of standard action) that allows you to move your speed and make an attack at the end of it.

#23.1: Allies do not block charging, nor does terrain if you can jump over/knock it aside.

#24: A full attack action also includes 10ft of movement + 5ft per 5BAB. This movement provokes as normal.

#25: Feats are no longer prerequisites for feats or prestige classes.

#26: All classes which receive animal companions get access to the full druid AC list, not just limited selection.

#27: Reach weapons can attack adjacent (but treat adjacent enemies as though they had soft cover).


Vigil wrote:
Alex G St-Amand wrote:
Lich Bard wrote:

Being flat-footed means you are unprepared for the attack, like with a feint. Being surprised in combat means that you weren't expecting combat, whether the attacker is a chaotic neutral PC or you were counting sheep.

You may not react properly to an attack because of reflexes (samurai movie), feinting (which, as a side note, I think it would be better if feinting was based off of sleight of hand, requiring dexterity, rather than charisma) or concealment (such as backstabbing). If you have the reflexes, it wouldn't matter if you were expecting combat or not, because you can dodge/block/chop to pieces while asleep.

We know, but it's when the DM/GM can't be arsed to give a reason/explanation.
Used to be a dc 20 sense motive check to act on the surprise round if you weren't the instigator. Then if you won initiative you could pull a Bruce Lee.

I'm aware of that explanation, the problem is when DM/GM bypass this or don't tell the players.


CommandoDude wrote:

#23: Charge is an Attack Action (A type of standard action) that allows you to move your speed and make an attack at the end of it.

#23.1: Allies do not block charging, nor does terrain if you can jump over/knock it aside.

#24: A full attack action also includes 10ft of movement + 5ft per 5BAB. This movement provokes as normal.

#25: Feats are no longer prerequisites for feats or prestige classes.

#26: All classes which receive animal companions get access to the full druid AC list, not just limited selection.

#27: Reach weapons can attack adjacent (but treat adjacent enemies as though they had soft cover).

#28: You can two-hand any weapon regardless of type.

#29: Everyone can wield weapons up to two size categories larger than themselves at no penalty.

#30: Two-handing a weapon also increases the critical multiplier of the weapon by 2.

#31: All weapons are 18-20.


Scott_UAT wrote:
CommandoDude wrote:

#23: Charge is an Attack Action (A type of standard action) that allows you to move your speed and make an attack at the end of it.

#23.1: Allies do not block charging, nor does terrain if you can jump over/knock it aside.

#24: A full attack action also includes 10ft of movement + 5ft per 5BAB. This movement provokes as normal.

#25: Feats are no longer prerequisites for feats or prestige classes.

#26: All classes which receive animal companions get access to the full druid AC list, not just limited selection.

#27: Reach weapons can attack adjacent (but treat adjacent enemies as though they had soft cover).

#28: You can two-hand any weapon regardless of type.

#29: Everyone can wield weapons up to two size categories larger than themselves at no penalty.

#30: Two-handing a weapon also increases the critical multiplier of the weapon by 2.

#31: All weapons are 18-20.

You can two-hand any weapon (the can should be in italics. I'm new to this). The matter is how much it intensifies your strength. If currently the two-handed multiplies your strength by 1.5, maybe two-handing a sickle multiplies it by 1.2.

Given that (as written) two-handed weapons are the same size as their intended wielder, I doubt a human can wield skilfuly that is roughly four time its size. BFS should be one size category, allowed by a feat or rule of cool.

And increasing the critical multiplier means that the minimum is x4?

#32 Strength should be realistically applicable. A balor should be able to rip off an arm or head almost as a side effect of it grabbing it. Currently, a punch of the balor with minimum damage and no power attack istn't enough to kill a 3rd level fighter.

RPG Superstar Season 9 Top 16

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#33 You can use a grapple check to leap onto a larger creature Shadow of Colossus style.


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Cyrad wrote:
#33 You can use a grapple check to leap onto a larger creature Shadow of Colossus style.

You have no idea how much I wish we had concrete rules or even just guidelines on how to make that a reality.


Doomed Hero wrote:


Here's an example of someone getting caught flat footed even when he knows he's already in combat.

That's what happens when you face off against someone so much faster than you that your body just can't keep up even when you know you're about to be attacked. Even if you are the one who starts the fight.

just to pick nits, but technically the one who "started" the fight was the guy in the crowd who yelled to start the round, it just happens that bruce lee won initiative and O'Hara didn't.

also it's a bad example because that is a formal fight that has a host of rules attached to it, most notably, having a very distinct "start" time.


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Scott_UAT wrote:
CommandoDude wrote:

#23: Charge is an Attack Action (A type of standard action) that allows you to move your speed and make an attack at the end of it.

#23.1: Allies do not block charging, nor does terrain if you can jump over/knock it aside.

#24: A full attack action also includes 10ft of movement + 5ft per 5BAB. This movement provokes as normal.

#25: Feats are no longer prerequisites for feats or prestige classes.

#26: All classes which receive animal companions get access to the full druid AC list, not just limited selection.

#27: Reach weapons can attack adjacent (but treat adjacent enemies as though they had soft cover).

#28: You can two-hand any weapon regardless of type.

#29: Everyone can wield weapons up to two size categories larger than themselves at no penalty.

#30: Two-handing a weapon also increases the critical multiplier of the weapon by 2.

#31: All weapons are 18-20.

I'd like to see you two-hand a dagger or a crossbow.


Ipslore the Red wrote:
I'd like to see you two-hand a dagger or a crossbow.

I'd like to see you ONE-hand a crossbow .


kikidmonkey wrote:
Ipslore the Red wrote:
I'd like to see you two-hand a dagger or a crossbow.
I'd like to see you ONE-hand a crossbow .

Both light and hand crossbows have options for shooting with one hand, but I'll admit that I was imagining someone using two hands to try and pull the trigger.


light crossbows come with penalties one handing, and they all need two hands for reloading.

But I'm also just being a jerk.


kikidmonkey wrote:

light crossbows come with penalties one handing, and they all need two hands for reloading.

But I'm also just being a jerk.

Fair enough, always good fun. To respond to the reloading bit, tiefling with prehensile tail to reload. One hand, one miscellaneous appendage.


Ipslore the Red wrote:
kikidmonkey wrote:

light crossbows come with penalties one handing, and they all need two hands for reloading.

But I'm also just being a jerk.

Fair enough, always good fun. To respond to the reloading bit, tiefling with prehensile tail to reload. One hand, one miscellaneous appendage.

Or just be a wizard, I'm sure those jerks can do it No-handed.


#34 let teh grease spell be flamable again!

#35 give back the infravision(heat sight) for eleves\dwarves.

#36 while using fly spell you can hover and\or move less then your speed without needing to roll fly skill (come on, i realy need to think harder to move less?!?)


#37 Go really old school, as in 1st Edition, and return to the paladin the constantly-radiated aura of Protection from Evil

#38 Roll initiatives every round

#39 Make casters find, steal, create, barter, be rewarded, receive as gifts and/or pray for their spells, rather than a player simply opening a rulebook, pointing, and saying, "Me likee dis one!"

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